We use essential cookies to keep the site working. If you accept, we also load the LinkedIn Insight Tag to measure our October campaign. Cookie Policy
MANAGE
The Evidence

Why Games Work

"Most awareness tells people what to do. BehaviourOps lets them practise it."

The problem with cyber awareness training is not the content. It's the format. Passive learning - click-through modules, annual compliance refreshers, slide decks - produces retention rates of around 10%. People watch it. They forget it. They click the link anyway. The research is clear on why. And on what works instead. BehaviourOps is built on three evidence bases: active learning science, behavioural change theory (COM-B), and the emerging field of cyber serious games.

0%

Fewer failures with active learning

Meta-analysis of 225 studies, PNAS

0

Peer-reviewed studies analysed on active learning vs traditional lecture formats

Freeman et al., PNAS

0

Cyber serious game studies reviewed

2025 systematic review, ScienceDirect

The Research

Six reasons the science is on our side.

Active learning cuts failure rates by up to 55%

A meta-analysis of 225 studies found failure rates were 33.8% under traditional lecture formats versus 21.8% with active learning. People learn better by doing.

PNAS - Freeman et al.

Awareness improves what people know. The hard bit is what they do.

A 2025 cyber training meta-analysis found that training had a significantly stronger effect on attitudes and knowledge than on actual behaviour. Knowing the risk and acting differently under pressure are not the same thing.

ScienceDirect - 2025 meta-analysis

Behaviour change needs more than information.

The COM-B model identifies three conditions required for behaviour change: Capability, Opportunity, and Motivation. Information alone satisfies none of them. BehaviourOps games are designed to create all three.

PMC - Michie et al., COM-B System

Cyber games are no longer a novelty.

A 2025 systematic review analysed 53 peer-reviewed studies on cyber serious games published between 2014 and early 2024. The field is growing, the evidence is building, and the results are consistent.

ScienceDirect - 2025 systematic review

Designed properly, games can change what people do.

A systematic review on serious gaming for behaviour change found that games influence human behaviour through engaging experiences, decision-making, feedback loops, and consequence. These are the design principles BehaviourOps games are built on.

MDPI - Serious games systematic review

Interactive learning doesn't just feel better. It performs better.

People in active learning environments consistently outperform those taught via traditional lecture formats - not just in retention, but in application and decision-making under pressure.

PubMed - Active learning meta-analysis

Awareness builds knowledge. Practice changes behaviour.

BehaviourOps games are built around the conditions the research demands. Decisions under pressure - not passive watching. Feedback and consequence - not compliance checkboxes. Capability, opportunity and motivation - not another slide deck. The science has been clear for years. We just built the thing that acts on it.

Sources

  • Freeman et al. (2014). Active learning increases student performance in science, engineering, and mathematics. PNAS.
  • PubMed - Active learning meta-analysis (active learning performance improvement)
  • ScienceDirect - 2025 cyber training meta-analysis (knowledge vs behaviour outcomes)
  • Michie et al. - COM-B System. PMC.
  • ScienceDirect - 2025 systematic review of cyber serious games (53 studies, 2014–2024)
  • MDPI - Serious games for behaviour change systematic review